Stat & Mechanics Update (Long-Run Support)


Dev Log – Stat & Mechanics Update (Long-Run Support)

Quick follow-up update based on player feedback and some very wild campaign stories.

In longer runs and especially if you wana go crazy with the stories, the AI Game Master could sometimes drift away from using stats and checks consistently, turning the game into more of a pure freeform narrative.

That can be fun, but it also means:

  • Stats stop mattering as much

  • Challenges become easier to bypass

  • Very long campaigns can feel less like a “game” and more like pure story

🎯 What’s changed

I’ve updated the internal instructions for the Game Master so that:

  • It always respects stats, traits and difficulty checks, even in very long campaigns

  • It doesn’t quietly abandon mechanics when the story escalates into weird or cosmic territory

  • If your stats get very high over time, the GM should scale the kinds of challenges you face instead of just letting everything auto-succeed

In other words:
If you decide to go completely off the rails with your story or push a single run very far, the game should still:

  • Track risk vs reward

  • Use traits and resources

  • Make big moments earned instead of automatic

🔮 What this means for your Play throughs

You can still:

  • Go wild with your narrative

  • Tell the GM to just go along with it if you’re doing something extreme

But now, even those runs should keep more of the RPG structure intact: checks, consequences, tension, and growth that actually means something.

As always, this tweak is based directly on how people are actually playing, so thanks again to the folks pushing the system to its limits. If you manage to break it again (in a fun way), I’d genuinely love to hear about it.

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